A downloadable game for Windows

I made this playable prototype while completing the Unity Turn-Based Strategy Game: Intermediate C# Coding course. It’s a focused proof-of-concept showing how core TBS systems come together: grid-based movement, A* pathfinding, modular actions (move, shoot, grenade, melee, interact), an AP/Move Points with turn system, and enemy AI — all wrapped with animator-driven visuals, Cinemachine camera work, and small polish touches to make each action feel satisfying.

This is an early prototype, not a finished game — your feedback is hugely welcome.

Key features

  • Grid-based movement (square grid; hex grid concepts explored in the project tech) with world⇄grid conversions and visual overlays.

  • Full A* pathfinding with dynamic obstacle handling (destructible crates and blocking units).

  • Modular Action System: Move, Shoot, Grenade, Sword, Interact, Taunt — easy to extend with new actions.

  • Move Points & Action Points system enforcing player/enemy turns and action costs that reset every turns. 

  • Enemy AI with simple → more advanced decision flows (targeting, moving into range, grenade usage heuristics).

  • Combat: projectile visuals, hit detection, Health System, and ragdoll on death.

  • Interactable Objects: Doors, barrels, crates, magical spheres each combined with logic to perform different events. 

  • 4 Different Units with their own Animations, models, Actions and gameplay.

  • UX & polish: selection markers, grid color feedback, action camera cutaways, screen shake, and world UI for unit health/AP.

How to play

  1. Select a unit with the mouse (click).

  2. Click a highlighted tile to move (movement consumes Move Points).

  3. Use the action UI to choose Shoot, Grenade, Sword, or Interact — then target an enemy/tile.

  4. End turn or wait for enemy actions.
    Tip: destructible crates change line-of-fire and pathing — use them tactically.

Controls

  • Mouse: select units, click to move/target.

  • Left click: select / confirm.

  • Right click: cancel / deselect.

  • Keyboard: Press R to change Action with keyboard 

Build / Platform

  • Built with Unity. Desktop prototype available for Windows (x64). Other platforms may be present depending on the upload — check the downloads dropdown.

Known issues

  • Prototype quality: placeholder art and limited level variety.

  • Performance may vary on older machines.

  • Some animator transitions and VFX are intentionally minimal as the focus is on systems and code architecture.
    If you hit a bug, please let me know with steps to reproduce.

Development notes / tech

  • Project organized to separate gameplay logic from visuals/animation. Gameplay systems raise events that animation/UI layers consume.

  • Key systems are intentionally modular and type-safe using C# generics, events, and lightweight structs to make adding new actions and AI behaviors straightforward.

Credits

  • Made by me. Built while following Unity Turn-Based Strategy Game: Intermediate C# Coding (Code Monkey collaboration).

  • Unity, Cinemachine, and built-in packages used for camera and rendering.

Want to help / feedback If you try the prototype, please leave feedback: which systems felt good, which felt awkward, and any crashes or bugs.

Download

Download
TBS.zip 230 MB

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